Exploding Penguin -> Reworking TLM (4/8/2013 22:01:10)
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Before you read this, please note that balance isn't my first concern or priority. While I do try to balance things out, I put a greater effort into skill tree synergy and creativity. Good naming also wasn't a priority, so the names may seem unfitting. Now then, this is basically my ideas on reworking TLM into an entirely different class, which could replace the current TLM or be an entirely separate class. I tried to remove overlapping skills while changing some current ones. Skill Tree: Field Medic-Taunt-Mineral Armor Toxic Grenade-Blood Shield-Silence Tactical Leech-Frenzy-Electromagnetic Field AirStrike-Field Support-Concussive Grenade Taunt: Taunts the enemy, dealing no damage but forcing them to strike next turn. Also fortifies the user to take less damage while taunting. Cooldown: 4 Improves with: none Stat required: Strength (18 (+2 per level)) EP cost: 9( +1 per level) 1. -15% damage taken while taunting 2. -21% 3. -27% 4. -32% 5. -37% 6. -41% 7. -45% 8. -48% 9. -51% 10. -54% Toxic Grenade: Poisons the enemy permanently, dealing damage until the fight ends. The poison will not go away, even if the opponent reaches 1 health and heals afterward. Does 0 initial damage. Cooldown: 1 Improves with: none Stat required: Strength (13 (+3 per level)) EP cost: 9 (+3 per level) 1. 1 damage per turn 2. 2 damage per turn 3. 2-3 damage per turn 4. 3 damage per turn 5. 3-4 damage per turn 6. 4 damage per turn 7. 4-5 damage per turn 8. 5 damage per turn 9. 5-6 damage per turn 10. 6 damage per turn Blood Shield: Sacrifice a small amount of HP to fortify yourself for the entire fight. Fortification is based off of a % of base defense and resistance (excluding passive, buffs, and armor), and can be removed if the opponent crits you. Rage will also ignore 100% of blood shield's effects (but it will still stay active, the only thing that can remove it is a crit). The buff is an integer and based off of the middle value of defense and resistance (if your defense is 36-44, it will be based off of 40). Cooldown: 4 Improves with: none Stat required: none EP cost: 1 (+1 per level) HP cost: 3 (+1 per level) 1. +5% base defense/resistance 2. +8% 3. +11% 4. +13% 5. +15% 6. +17% 7. +19% 8. +20% 9. +21% 10. +22% Silence: Silences the opponent with 90% normal strike damage, preventing them from using skills until the end of your next turn. Each level of investment increases the range of skills they can't use. Also disables passives, so you can shut down deadly aim, shadow arts, etc... for 1 turn. Does not work on passive cores Cooldown: 2 Improves with: none Stat required: Support EP cost: 12 (+1 per level) 1. Skill point 1 skills disabled 2. Skill point 1-2 skills disabled 3. Skill point 1-3 skills disabled etc... Tactical Leech: Passively returns energy based off of damage negated by the opponent. This includes just normal attacks which have some damage negated by the opponent's defenses, blocks, and deflections. Cooldown: Passive Improves with: none Stat required: Technology (24 (+2 per level)) 1. 4% 2. 6% 3. 8% 4. 9% 5. 10% 6. 11% 7. 12% 8. 13% 9. 14% 10. 15% Electromagnetic Field: Removes energy from all opponents. Removes 85% of normal EP removed when used against multiple opponents. Cooldown: 3 Improves with: Support (same scaling as artillery strike) Stat required: none EP cost: 9 [+6 for both opponent] (+1 per level) Effect: Deals damage equivalent of artillery strike in EP removal instead, with -25 from the base amount for artillery strike. (Meaning if I had enough support to make level 1 artillery strike deal 37 physical damage, it would remove 17 EP). Air Strike: Still thinking on this one... it's gonna be physical for sure. Field Support: Gain a targeting satellite for 3 turns, increasing all damage output by a % and decreases the opponent's chances of blocks/deflections. Increased damage output is calculated before the opponent's defenses are added into the equation. Cooldown: 3 Improves with: Technology Stat required: none EP cost: 10 (+2 per level) Effect: -1% block/deflection chance for opponent (-1% per level) 1. +6% more damage 2. +9% 3. +12% 4. +14% 5. +16% 6. +17% 7. +18% 8. +19% 9. +20% 10. +21% Concussive Grenade: Still thinking on this one. It's going to be a stun skill.
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